﻿#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
#endregion

namespace TheSpirit
{
    /// <summary>
    /// This is the main type for your game
    /// update
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public static GraphicsDeviceManager graphics;
        ScreenManager screenManager;
 
        public Game1()
        {
            // initialize the graphics system
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = Constants.WIDTH;
            graphics.PreferredBackBufferHeight = Constants.HEIGHT;
            
            // configure the content manager
            Content.RootDirectory = "Content";

            Components.Add(new GamerServicesComponent(this));

            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            Window.Title = "The Spirit";
            //마우스표시
            //IsMouseVisible = true;
            //풀스크린
            //graphics.IsFullScreen = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();

            //시작 화면 설정
            screenManager.AddScreen(new MainMenuScreen());
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.

            // TODO: use this.Content to load your game content here
            Fonts.LoadContent(Content);
            InputManager.LoadContent(Content);

            base.LoadContent();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
            Fonts.UnloadContent();
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            InputManager.Update();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
